40K Tournament Report: World Eaters at 2,000pts

I’ve been playing a ton of Blood Bowl lately, but yesterday it was time to dust off my Chaos Marines and go to a 2K tournament.

I brought my Disciples of Twilight using the World Eaters rules. I can’t say enough how much I love these rules for World Eaters. Seriously. I’m pretty sure I told everyone at the shop yesterday how much I love these rules.

Anyway, the list I brought was based on my last 2K list with them. I wasn’t 100% sure if I was going to be able to make the tournament, so it wasn’t until Friday that I put together a list. So, I figured I’d stick with what I knew worked from experience, and work from there. This is what I came up with.

Disciples of Twilight (World Eaters – Butcher Horde) – 2,000pts

Chaos Warband

  • Soulgore (Chaos Lord): Bolt Pistol, Axe of Blind Fury, Sigil of Corruption, Juggernaut of Khorne, Mark of Khorne, Melta Bombs, Veterans of the Long War, Gift of Mutation (just realized I forgot about his Gift of Mutation every single game…)
  • Gorgons (Terminators) x 5: Mark of Khorne, Veterans of the Long War, Assorted Weapons
  • Vengeance (Chaos Marines) x 5: Mark of Khorne, Veterans of the Long War, Plasma Gun
    • Champion: Melta Bombs
    • Rhino
  • Redemption (Chaos Marines) x 5: Mark of Khorne, Veterans of the Long War, Meltagun
    • Champion: Melta Bombs
    • Rhino
  • Bikers x 8: Mark of Khorne, Veterans of the Long War, Meltagun x 2
    • Champion: Melta Bombs, Lightning Claw
  • Hellscream (Helbrute): Mutli-melta, Power Fist
  • Deathcry (Helbrute): Twin-linked Lascannon, Power Fist
  • Havocs x 8: Mark of Khorne, Veterans of the Long War, Autocannon x 1, Missile Launcher x 3
    • Champion: Melta Bombs

Lord of Legion

  • Ghostwrath (Daemon Prince): Veterans of the Long War, Daemon of Khorne, Power Armor, Wings, The Berserkers Glaive

Lord of Legion

  • Darktide (Daemon Prince): Veterans of the Long War, Daemon of Khorne, Power Armor, Wings, Gorefather

Spawn

  • Unbound (Spawn) x 5: Mark of Khorne

So, the list features 4 units that move 12″ normally to try to maximize the free 2D6″ movement before first turn for first turn charges. Everything else is there to support those 4 units.

The Games

My first game was against someone new to the shop. Jesse was playing Emperor’s Children with a lot of Noise Marines backed up by Obliterators. Jesse doesn’t get to play much, so we only got through 3 turns, but he did well. His mistake was in deploying himself too spread out. So, I was able to use my fast units to isolate his flanks, and then roll it into the center to crush the rest. I came away with a 14-8 victory.

My next game was against Darren and his Thousand Sons army. I was really curious to see how the Thousand Sons worked on the table, but all that AP3 and psychic ability had me concerned. Ultimately Darren lost the game for the same reason Jesse did, too spread out. Both of my Princes marched down the left flank, while Soulgore and Bikes hammered down the center to meet the Princes. I won the game 20-2.

I was now on the top table; something that has not literally happened in years. I was up against Ad-Mech with a War Convocation. This game was B-R-U-T-A-L. I managed a turn #1 charge with Ghostwrath to destroy some unit – be damned if I recall what their proper name was. However, my Bikes failed to charge into the Ironstriders (Chickens). To boil the game down to one failure, it was that failed charge. My army then took a face full of shooting. Both Princes down, Bikes thinned out, and then charged by the Ironstriders.

Related Reading  Battle Review: Chaos Space Marines vs Iron Hands

Despite losing the teeth of my list, I fought on for objectives. The lead bounced back and forth each turn. By turn #5, Brian had a 2pt lead on me. At turn #6 it was around 4-5pts. The game went to turn #7 where Brian pulled ahead by 10pts. The final score was 18-2 for Brian.

So close. Had that game ended on turn #5 then I may have pulled out second place on the day.

Conclusion

I had great games, and I am really loving the World Eaters. Going 2-1 for the day is a rarity for me lately, and as I said about making the top table for game #3, it’s been a very long time.

I’m really comfortable with the core of the list I’ve been running. I’ll probably change around the Chaos Warband a bit here and there, but those dual Princes with the artefacts they take are just absolutely brutal. Toss in Soulgore with the axe, and that’s three very scary units that can take on virtually anything.

How are my fellow Traitors liking their respective Legions?

  • Ouch, shame about the missed charge but that list seems to be working better for you than a lot of others you have run. Sits well with your play style.

    I always want to see some zerkers in the list but can understand why they don’t show up.

    • Yeah, this works out for me and doesn’t infuriate me. It works the way it should instead of trying to pound the square peg into the round hole, like I was doing previously.

      I also like Berzerkers, but in this detachment they aren’t worth it. Your basic Marines gets Rage, Counter-Attack, and Furious Charge. The only thing a Zerker has better is WS5, and +1 attack, but you’re paying 4pts a model for it. Would have been nice to see a boost to Zerkers in a formation or the detachment.

      • Those four points can add up fairly quickly across an army for sure.

  • Nice work. I went 0-3, facing two hard counters to my Raven Guard.
    I stink badly at anything over 1750. Just too many models and too many moving parts. Plus only one of my games got past turn three, which left units stranded in Reserves in two games. Very annoying.

    • Losing every game is tough, and something I know lots about. Hopefully you at least had a few fun games.

      I know what you mean about the game size. I didn’t go super elite, but I tend to in bigger games just to make it more manageable for me. My list yesterday was relatively top heavy with around 750pts in 3 models (both Princes and Chaos Lord). I find when I have too many units to use that I forget about them, so I may as well not even have them.

      Only hitting turn #3 is a huge annoyance of mine. Happened in my first game, but I expected it against the opponent. Against anyone else who plays 40K a few times a month I expect at least 5 turns, and anything less just screws up strategy, like in your games. Not reaching a natural conclusion drives me nuts.

      • I didn’t help things much on the speed side. I am sometimes slow, especially in deployment. It’s the thing I’m worst at 40K, so I agonize over it a little too long.

        On the drive home I got the urge to build a super elite branch of my army just for these big points games, but likely never will.

        • Deployment bites me in the ass a lot too. Easily my weakest area.

    • Berman

      I hate when games don’t get at least to turn 5. Why I didn’t bring Tyranids this time, no way that list would get past turn 3 at 2k points. To much to move.

      Rather than adding more units you can try simply making them bigger. Get to 10 man squads rather than the smaller elite units you tend to run. I just get my headspace into the mindset that s unit is a model, and the models are just it’s wounds. Helps to keep the table simplified.

      • Same here. Raven Guard seem require varied mix of deployment options, standard, infiltrate, scout and reserves. Parking my heaviest tools in reserve (podded Leviathan, Deathstorm pod, etc) is nearly mandatory and getting to roll twice for each unit was harsh. Next time maybe I’ll take comms array.

        I do plan bulk up some my units into ten man squads eventually. The combat squads rule helps immensely on that front, providing the option break out into tons five man units when appropriate.

  • Berman

    Our game would have gone very differently if those bikes made that charge, and a re-rollable 7″ (or was it 9″-2?) charge should have been do-able.

    However the crazy maelstrom decks kept the game close. Was a perfect draw of Maelsttrom for a fun game. Kept me disorganized enough to have to make poor tactical decisions to score points to keep ahead of you all game.

    Like charging an immobilized dreadnaught because I need to wreck you, not explode you with a bunch of ap 1 shooting. Or charge all your units with inappropriate stuff to win the fight, because I needed 3 charges to get d3 points.

    • That’s why I love maelstrom missions. You actually need to play to the objectives rather than just blast your opponent off the table on turn 1. I had a game where my Scouts charged a Destroyer Lord just so I could issue a challenge, but then ended up killing him before he could strike. Completely unexpected and not something I would have done in a “normal” game.
      I’ve had so many games where I only have one or two models left, but am way ahead on maelstrom points as I am focusing on them rather than killing the enemy. A lot of people complain about it, but I counter with “I’m choosing to play the mission”. Not my fault if they try to table me to win and fail to do so, rather than going for points.

      • Berman

        Even better our local group took a if from Malifaux. If you table your opponent you get to play out the remaining ning turns to score what you can, but tabling dosnt score you anything it’s still based on objectives achieved by both players.

      • I definitely have a love/hate relationship with Maelstrom. Overall, I do love it. In situations like this game, it made all the difference in the world. If it wasn’t for Maelstrom then this game would have been done by turn #2.

        That being said, it can also be extremely infuriating when cards won’t cooperate. When everything you pull is just not feasible, meanwhile your opponent is pulling down 3-5pts a turn for simple stuff they don’t have to work at.

    • Yeah, without Maelstrom this would have been an easy homerun for you. I’m glad things worked out to keep it as a close game instead of the runaway it could have been for you.

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